ALS road shader renders no lightmap when diffuse material red is zero, apply color correction for car headlights to avoid blending with base lightmap color
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1 changed files with 17 additions and 3 deletions
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@ -457,7 +457,9 @@ void main (void)
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Specular+= gl_FrontMaterial.specular * pow(max(0.0,-dot(N,normalize(vertVec))),gl_FrontMaterial.shininess) * vec4(secondary_light,1.0);
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//vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
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vec4 color = Diffuse * gl_FrontMaterial.diffuse;
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vec4 color = Diffuse;// * gl_FrontMaterial.diffuse;
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color = clamp( color, 0.0, 1.0 );
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@ -584,11 +586,14 @@ void main (void)
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vec3 pLMColor = streetlight_color;//vec3 (0.941, 0.682, 0.086);
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float pLMIntensity = smoothstep(0.0, 0.4, roadCoords.s) * (1.0 - smoothstep(0.6, 1.0, roadCoords.s));
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pLMIntensity = 0.5 * rtype_base_illumination + 0.1 * max(0.0,sin(4.0 * roadCoords.t)) * streetlight_factor;
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if (gl_FrontMaterial.diffuse.r == 0.0) {pLMIntensity =0.0;}
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pLMColor *= pLMIntensity;
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if (road_traffic_enabled == 1)
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@ -604,10 +609,12 @@ void main (void)
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pCLColor = pCLColor *= pCLIntensity;
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pLMColor = pLMColor + pCLColor;
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pLMColor = max(pLMColor,pCLColor);
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}
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fragColor.rgb = max(fragColor.rgb, pLMColor * gl_FrontMaterial.diffuse.rgb * smoothstep(0.0, 1.0, mixedcolor*.5 + pLMColor*.5));
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//fragColor.rgb = max(fragColor.rgb, pLMColor * gl_FrontMaterial.diffuse.rgb * smoothstep(0.0, 1.0, mixedcolor*.5 + pLMColor*.5));
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fragColor.rgb = max(fragColor.rgb, pLMColor * smoothstep(0.0, 1.0, mixedcolor*.5 + pLMColor*.5));
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@ -760,5 +767,12 @@ void main (void)
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fragColor.rgb = filter_combined(fragColor.rgb);
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//gl_FragColor = vec4 (1.0, 0.0, 0.0,1.0);
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gl_FragColor = fragColor;
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}
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